Shadowed Unit Frames

SUF focuses on a simple configuration while maintaining the flexibility that most users will care about, preventing unnecessary bloating of the addon that sacrifices performance. While you aren't going to be able to set the health bar to be exactly 3.14 pixels outside of the unit frames, you can change options you actually care about such as bar height, ordering, frame height and so on. To speed up configuration, you can configure multiple units at the same time through the global configuration. For example, if you want to set the height of the Player, Target, Focus and Party frames to 50 then the height of Target's Target, Target's Target of Target, Focus Target to 30 you can easily do this by changing two options instead of having to do it seven times.

However, should you need a little bit of extra configuration do not despair! An advanced option is included that will unlock additional configuration giving finer control over the configuration.

Slash commands: /shadoweduf (/suf)

Donations
Donations are not required, but are appreciated!

Anchoring
Are you driven crazy by your party frames not aligning up exactly with your player frames, even if it's only half a pixel off? The anchoring system will let you solve all alignment issues, by allowing you to anchor a frame to another and set a simple offset from the frame it is anchored to, or by manually setting the X/Y position of the frame.

Using the screen shot as an example, if you drag the player frame the other frames will move with the player frame preserving the alignment and spacing. Each frame can still be manually positioned wherever you want, but this gives you a way of easily anchoring and moving frames around without having to use a ruler.

Zone configuration (Disabling options/units by zone type)
Units and modules can be enabled or disabled based on the type of zone you are in. For example, if you want to see party targets and party pets while you are in an arena but nowhere else then you can use the visibility options to enable it only while inside an arena. Modules can also be disabled by zone type, if you want to see party auras while in a raid instance but nowhere else you can disable the module in raid instances only.

Auras: Can be set to only show auras you casted, or can cast on others. Can enlarge auras that you casted, and hide the cooldown ring on the timers of auras you didn't cast as well to make it more obvious which ones you casted and which ones you didn't

Aura Timers: You will need a mod such as OmniCC to show timers on buffs and debuffs

Aura Indicators: Display colored squares or icons for certain auras on any unit

Fader: Fades frames when out of combat and inactive (100% mana/no target)

Class Power (Eclipse, Holy Power, etc): Supports all of the class power features from Eclipse to Burning Embers.

Highlighting: Border highlighting of frames based on mousing over them, curable debuffs, aggro or you are targeting/focusing them

Range Checking: Fades frames out that are out of range of you

Exportable Layouts: If you have a layout, or your friend has a layout you want to try out you can export/import SUF layouts by going to /suf -> Layout Manager

Profiles: You can change from any profile to another one without reloading your UI, should you want to use a completely different layout based on zone you can easily switch profiles without hassle

Pretty much all the general unit frame settings are in, health bars, cast bars, power bars, portraits, indicators and so on.

Modules
Basic module support is included, should you be interested in building a module see the documentation on github for more information.

Shadowed:
- Fixed enlarge curable debuffs not working
- Redid the range check module and spells, now uses interact distance and you can specify an alt spell too
- Fixed cooldown wheels not being alphaed when using the range checker
- Redid config a little, range check spells has its own tab and profile config is now on the left menu
- Updated spellID for Mage Arcane Charges
- Updated a few of the range checker spells
- Fixed an error when using a fishing pole temporary enchant
- Fixed error when unlocking frames as a Shadow Priest
- Combo points have been moved to the Player unit
- One more CP related error
- Fixed a combo points error when using SoulShards/ShadowOrbs/HolyPower/Chi
- Properly add localcheck.rb to not be packaged
- Strip out any WoD specific code
- Redo combo point modules to dynamically create indicators as needed and not rely on the max flag
- TOC update

Hmmm. Have always had Advanced settings enabled, but didn't last test. Seems to have auto-disabled itself sometime between the last release and the current release (with trying of alphas in-between).

Have never manually adjusted the X/Y offset of anything before now, though. For final postioning of the frames, just unlocked and dragged.

Now with Advanced reenabled, notice there are X/Y offsets for the auras. Adjust Y a bit and they do move to below the cast bar. But yes, with those offset settings missing when not in advanced, the auras aren't positioned properly at the Bottom.

EDIT: the alpha seems to have worked. But that's after changing to Advanced and changing the aura Y offset. It seems to have "stuck" through disabling Advanced and relogging. Also tried it relogging to a different character with Advanced disabled, etc.. If the Y offset is set to its original (incorrect) value (-2 in this case) in Advanced, it stays that way unchecking Advanced, etc..

So...created a new profile. Everything reset to default. Then disabled Advanced, enabled aura buff/debuffs + cast bars on player & target frames and relogged. Then cast a couple buffs (on a Warlock). Sure enough, on the default player & target frames, the auras are properly positioned below the cast bar.

Originally posted by Shadowed Not really sure what you are saying the issue is, ultimately if adjusting the x/y offsets a few pixels fixes it, then do that.

Thanks for the reply.

The issue is that the auras now--when placed at Bottom--overlap the cast bar on those two frames, which is improper behavior. The X/Y offsets--with the noted frame anchoring--do nothing. As the auras are "attached" to the frame and move to the same place the frame moves to when you adjust those offsets.

Originally posted by Zidomo With v3.2.10 (and alphas since the offset changes), placing auras at the "bottom" results in them overlapping the cast bars on both the Player & Target frames. Making them invisible when several auras are up.

Any way to change this inconvenience other than "...you might have to adjust your X/Y offsets slightly after this?". Those two frames have no Anchor points and Anchor to is set to Screen.

Not really sure what you are saying the issue is, ultimately if adjusting the x/y offsets a few pixels fixes it, then do that.

With v3.2.10 (and alphas since the offset changes), placing auras at the "bottom" results in them overlapping the cast bars on both the Player & Target frames. Making them invisible when several auras are up.

Any way to change this inconvenience other than "...you might have to adjust your X/Y offsets slightly after this?". Those two frames have no Anchor points and Anchor to is set to Screen.

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